I also ran out of time, I was able to slog my way through the factory district and towards the elevator but ran out of turns at the train cars just outside of it. The map is beautifully done, also like how aggressive you made Soviet forces, I was not expecting a localized counter attack on the left flank with armour.

Tried it a second time and was able to "win" capturing 4 flags, concentrated artillery fire and Stuka support on the right flank this time while the Soviets counter attacked in open ground and decimated them. Was able to virtually walk in to the grain elevator and capture the VP just to the right of that. Caught Soviet reinforcements in the open in the roadway outside the elevator and was able to use artillery on them to stop the counter attack there. Left flank was stone walled just outside the trenched area. Was likely a turn away from capturing a 5th VP just to the left of the elevator.

Cant say how much we needed this map for a Stalingrad, its great. One thing, the Soviet Katyusha continues to hit virtually the same point throughout the map. Would have made the advance far more difficult if it had different strike points.

Carry over would be brilliant there a lot more challenging as you've got to think many turns in advance rather than just sending men to the slaughter just to uncover enemy positions and draw fire etc I think market garden was by far the hardest of the add on map packs

This looks really interesting and am testing first map now (looks great). Love how you quality modders (along with Petcat an Enric etc) are keeping the BA2 flame alive.

In terms of new units, how about some Croation and Rumanian? The 369th Croatian Reinforced Infantry Regiment saw lots of action and were a bit loose but tough, at least initially (until support troops were pressed into action).

Test play feedback - pretty tough but not unbeatable. Had 9 turns left, had captured two flags and was closing in on two more but game ended with Objective Failed message. Other than that, great work so far!!

Thx again for feedback. I forgot to set correctly the length of the 1st battle.

Please be patient, I'm slowed down because of my broken right wrist (car accident and of course I'm right handed...)

About carryover I'm agree its will be great for Stalingrad. I have some experience with carryover and I just want to avoid the snowball effect: A 'grognard' player will have a good score, so he will have more units, so an even better score. Then a 'poor' player will have a lower score, so less units, ... So I'm think about a new bonus to call some reinforcements to help player. Of course, I'll set an achievement to not to called reinforcements.

“Take care, my friend; watch your six, and do one more roll… just for me.”

Amaris wrote:Thx again for feedback. I forgot to set correctly the length of the 1st battle.

Please be patient, I'm slowed down because of my broken right wrist (car accident and of course I'm right handed...)

About carryover I'm agree its will be great for Stalingrad. I have some experience with carryover and I just want to avoid the snowball effect: A 'grognard' player will have a good score, so he will have more units, so an even better score. Then a 'poor' player will have a lower score, so less units, ... So I'm think about a new bonus to call some reinforcements to help player. Of course, I'll set an achievement to not to called reinforcements.

Were you the gentleman that created the Ortona "Little Stalingrad" map? That map you had the possibility to call reinforcements twice, but if you exhausted both of them in the first part of the map, the second map you had no reinforcements and you were basically pooched.

@amaris
CHECK_ALL_CUTHEDGEDROW activates the action when adjacent to barricades, but when executing the action (ALL_CUTHEDGEDROW) the Barricade object is not checked, so if the barricade has no an additional hedgrow/hedge, the actions happens but the barricade is not removed, because Remove_Wall_under_Hedge is never called.